Re: [crossfire] Dialog mode

2010-01-09 Thread Nicolas Weeger
   I like it.  I've never really liked the somewhat random approach right
 now of trying to figure out what keywords the NPC is looking for.

   Do you imagine do this by scripts, or extending the msg/endmsg logic?

Right now there is some support for that already.
So it would be a matter of extending the client support, and adding some glue 
for NPCs themselves - so they don't move when talked to for some time.

After that, of course, if the editor has a nice interface to edit, it'd be 
great - but that's secondary.


   A complication for something like player giving items to NPC is that
 option can really only be available if the player has that item, but this
 starts needing some scripting logic to basically say 'only present this
 option to player if...'

   But a general approach could probably be done with something like:

 @match hello
 I know about all sorts of interesting monsters and dungeons
 @reply monsters dungeons
 @match dungeons

That is already done, almost, through @reply and @question.


   That would cover a large amount of desired conversations - I'd think the
 give/take items would be a fairly small number and requiring scripts for
 those might be reasonable.  But I wonder if something @script tags could be
 added to allow for calling general purpose scripts.

I strongly oppose that @script idea.
If you want scripting, use Python or do your own plugin - through the 
event_say archetype.
We don't need yet another way to call a script :)


Nicolas
-- 
http://nicolas.weeger.org [Mon p'tit coin du web]


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[crossfire] Dialog mode

2010-01-05 Thread Nicolas Weeger
Hello.


I'd like to propose a (menu-driven) dialog mode for players.
Something like what you can find in various RPG games.

Description:
- started when player says something to a NPC, like now
- player is presented with text and options, and a free text zone (to not have 
all options visible/obvious)
- player can't really move (or moving exits the dialog mode)
- NPCs are marked as 'busy' and thus won't move while talked to
- separates more the 'hack' part and the 'role playing' part
- separates clearly the 'say' to trigger things / talk to other players, and 
the dialog with an NPC


What do you think of that? :)


Nicolas
-- 
http://nicolas.weeger.org [Mon p'tit coin du web]


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Re: [crossfire] Dialog mode

2010-01-05 Thread Rick Tanner
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On 1/5/10 12:17 PM, Nicolas Weeger wrote:
 Hello.
 
 
 I'd like to propose a (menu-driven) dialog mode for players.
 Something like what you can find in various RPG games.
 
 Description:
 - started when player says something to a NPC, like now

Would the dialog system (at least, initially) work like it does now?

Meaning, NPC response is based on key word(s) from the player character?



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Re: [crossfire] Dialog mode

2010-01-05 Thread Nicolas Weeger
 Would the dialog system (at least, initially) work like it does now?

 Meaning, NPC response is based on key word(s) from the player character?

Yes, probably keywords.
Though the player wouldn't use the 'say' command, but click on the selected 
reply in the dialog.
Game-wise the player will see eg 'you say azerty' while other players will 
see 'player says azerty to NPC'. Or the text could be changed ('you nod'), 
like what I started to do with the @question @reply system.

This could also add more options ('give an item', 'drop an item' [NPC says 
you 'can't enter library without letting bag outside'], and so on)


Nicolas
-- 
http://nicolas.weeger.org [Mon p'tit coin du web]


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Re: [crossfire] Dialog mode

2010-01-05 Thread Mark Wedel
Nicolas Weeger wrote:
 Would the dialog system (at least, initially) work like it does now?

 Meaning, NPC response is based on key word(s) from the player character?
 
 Yes, probably keywords.
 Though the player wouldn't use the 'say' command, but click on the selected 
 reply in the dialog.
 Game-wise the player will see eg 'you say azerty' while other players will 
 see 'player says azerty to NPC'. Or the text could be changed ('you nod'), 
 like what I started to do with the @question @reply system.
 
 This could also add more options ('give an item', 'drop an item' [NPC says 
 you 'can't enter library without letting bag outside'], and so on)
 

  I like it.  I've never really liked the somewhat random approach right now of 
trying to figure out what keywords the NPC is looking for.

  Do you imagine do this by scripts, or extending the msg/endmsg logic?

  A complication for something like player giving items to NPC is that option 
can really only be available if the player has that item, but this starts 
needing some scripting logic to basically say 'only present this option to 
player if...'

  But a general approach could probably be done with something like:

@match hello
I know about all sorts of interesting monsters and dungeons
@reply monsters dungeons
@match dungeons


  That would cover a large amount of desired conversations - I'd think the 
give/take items would be a fairly small number and requiring scripts for those 
might be reasonable.  But I wonder if something @script tags could be added to 
allow for calling general purpose scripts.


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